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Thread: Divide and Conquer - The Original Thread

  1. #501
    Grandmaster Tactics's Avatar Foederatus
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    Default Re: Divide and Conquer - Version 1 Released

    Grandmaster Tactics' Guide to an enjoyable and improved Rohan.

    (The following suggestion is for the standard Rohirrim Units: AoR are not included)


    Current stats and ranks:
    (infantry) Eorling axemen att:5 arm:3 DS:3 shield:3 | Eorling spearmen att:3 arm:4 DS:4 shield:3 | Eorling swordsmen att:6 arm:4 DS:3 shield:3 | Eorling archers: att:6 arm:4 DS:2 shield: 0 --> Eored heavy footmen att:5 arm:10 DS:4 shield:3
    (cavalry) Rohan Riders att:4-6 arm:4 DS:3 shield:3 | Rohan horsearchers att:6 arm:4 DS:3 shield:0 --> Eored heavy lancers att:7 arm:10 DS:5 shield:4

    Unchanged stat and position: black
    Changed stat: red
    Changed position: blue

    Proposed stats and ranks:
    (infantry) Eorling axemen att:6(+1) arm:3DS:3 shield:3 | Eorling spearmen att:4(+1) arm:4 DS:4 shield 3: | Eorling archers: att:6 arm:4 DS:2 shield: 0 --> Eorling swordsmen(moved to professional pre-barracks) att:8(+2) arm:6(+2) DS:4(+1) shield:4(+1) --> Eored heavy footmen att:6(+1) arm:10 DS:4 shield:4(+1)
    (cavalry) Rohan Riders att:4-6 arm:4 DS:4(+1) shield:3 | Rohan horsearchers att:6 arm:4 DS:3 shield:0 --> Eored heavy lancers att:8(+1) arm:10 DS:6(+1) shield:4

    An adjustment like this has 2 functions, to level/standardize the pre-barracks event roster (like most other factions: gondor militia vs peacekeepers or orc raiders vs maulers) and to establish an interesting relationship between cavalry vs infantry. Important notes are in italics.

    1.) Eorling axemen and Eorling spearmen both receive a boost to attack to better display their distinct early roles (aggressive and defensive) as well as show how common and skilled the Rohirrim are with a spear.
    2.) Eorling swordsmen receive a blanket boost to establish their superiority in social standing (in their description they are described as noblemen's sons and more affluent members of Rohan who do not yet have the skill, funds, or maturity to join the heavy cavalry yet have enough position for better gear and training). I believe this provides an interesting way to separate the lords from the common militia and give the pre-barracks roster a little more flavor. Note: This would require a slight change to their appearance in the form of better armor and shield, an increase to recruitment cost and upkeep, and a possible name change.
    3.) Eored heavy footmen receive an addition to attack to reinforce prowess with the spear and improvement to the shield skill because it has a better appearance than the militia and matches that of the heavy lancers.
    4.) Rohan Riders receive a better defense and the Eored heavy lancers receive a boost to attack and defense. Explanation below:

    Rohan: Cavalry>footmen
    These changes would constitute an interesting passive mechanic that displays the great skill the Rohirrim have on horseback. As you can see, all cavalry would have a better defense skill stat than their dismounted counterpart, providing a better feel that Rohan is more suited on their trusty companions than on their own two feet. The Eored heavy lancer attack stat is boosted to show how the skill with the spear is even better for mounted Rohirrim.

    Summary:
    As demonstrated by the faction votes and many comments on this forum, Rohan is one of the least popular factions to play, even for myself (though in the lore they are my favorite faction). The changes listed above are to give a little more pizzazz in three ways: 1.) demonstrate mastery of the common spear 2.) reveal the true power of these northmen's Horsemanship 3.) most importantly, give some interesting variation to the standard (non-AoR) roster and establish a more tiered distinction between the nobles and their fellow countryman.

    I hope you enjoyed reading,
    Grandmaster Tactics

  2. #502

    Default Re: Divide and Conquer - Version 1 Released

    Patch 1.01 has been released.

  3. #503

    Default Re: Divide and Conquer - Version 1 Released

    Quote Originally Posted by Arachir Galudirithon View Post
    Patch 1.01 has been released.
    Praise the Valar! Many +1s to you good sir




    The above image links to the Youtube playlist of this series!

  4. #504

    Default Re: Divide and Conquer - Version 1 Released

    Quote Originally Posted by Arachir Galudirithon View Post
    Patch 1.01 has been released.
    Huray! Thanks to all for the fixes!

  5. #505
    Lord of Shadows's Avatar Campidoctor
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    Default Re: Divide and Conquer - Version 1 Released

    You didn't change the name of "Lune_land" region.

    If anyone wants to fix it, go to ...data\text --> imperial_campaign_regions_and_settlement_names.txt, search for Lune_Province and rename the text "Lune_land" after it to whatever. You might want to do it with Notepad++.
    Last edited by Lord of Shadows; August 06, 2016 at 09:38 AM. Reason: simple fix

  6. #506
    Laetus
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    Default Re: Divide and Conquer - Version 1 Released

    Good morning, the Fountain Guard gained their rightful pike animation but I am not sure they have been debuffed yet. Their attack is 13 while Imladris Guards have an attack of 9.

  7. #507
    sheba021's Avatar Civis
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    Default Re: Divide and Conquer - Version 1 Released

    Quote Originally Posted by Arachir Galudirithon View Post
    Patch 1.01 has been released.
    Awesome! Thanks!

  8. #508

    Default Re: Divide and Conquer - Version 1 Released

    These voicelines from "War of the Ring" for dwarves :3

  9. #509

    Default Re: Divide and Conquer - Version 1 Released

    Quote Originally Posted by Arachir Galudirithon View Post
    Patch 1.01 has been released.
    Changelog?
    The words of a banished king "I swear revenge"
    Filled with anger aflamed our hearts
    Full of hate full of pride
    We screamed for revenge

  10. #510
    Vifarc's Avatar Senator
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    Default Re: Divide and Conquer - Version 1 Released

    Quote Originally Posted by Baron Samedi View Post
    player vs ai relation in diplomacy screen.
    I have further tweaked especially the ''demand region'' function.
    I have a fear: Please don't add a forced diplomacy, this is mainly what made me quit MOS. The less a forced game, the more beautifull. Scripts have to be the less patent, they must be transparent, as natural.
    To me forced diplo was a treason of RR/RC, what MOS integered, as it removed its nice effect of a smooth diplomacy (uncomplete okay, but sufficient). For a game, if it's broken and nice, don't fix it ugly.
    Last edited by Vifarc; August 06, 2016 at 11:09 AM.
    > > Divide&Conquer submod user, playing RealmOfLothl§rien (ThirdAge mod). < <
    My small products here.

  11. #511

    Default Re: Divide and Conquer - Version 1 Released

    Maybe i didnt notice before, however:

    Spoiler Alert, click show to read: 

  12. #512
    Heptagenia's Avatar Civis
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    Default Re: Divide and Conquer - Version 1 Released

    The world's best mod and the world's best Arachir Galudirithon and the rest of the team, of course.
    Last edited by Heptagenia; August 06, 2016 at 12:24 PM.

  13. #513
    Vifarc's Avatar Senator
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    Default Re: Divide and Conquer - Version 1 Released

    Quote Originally Posted by NejkoPejko View Post
    Changelog?
    See the video channel of Galu:
    https://www.youtube.com/watch?v=3xHfXSJAx8s
    Changelog:
    6:07 minutes in.
    Last edited by Vifarc; August 06, 2016 at 11:13 AM.
    > > Divide&Conquer submod user, playing RealmOfLothl§rien (ThirdAge mod). < <
    My small products here.

  14. #514

    Default Re: Divide and Conquer - Version 1 Released

    I have noticed that the defense skill on the 3 fort units is much higher than their tier equivalents among regular human units. For example the Breeland militia costs more and has far less defense and slightly less attack than the fort spear unit.
    The three fort units cost very little and have a defense of 4, 5 and 6 IIRC. Most basic cheap units like these have a defense skill of 1, 2 or 3. This obviates the need for any basic militia for any human player that is not Gondor. Especially since there are now more forts, these are not exactly rare.

  15. #515
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Divide and Conquer - Version 1 Released

    Quote Originally Posted by Vifarc View Post
    I have a fear: Please don't add a forced diplomacy, this is mainly what made me quit MOS. The less a forced game, the more beautifull. Scripts have to be the less patent, they must be transparent, as natural.
    To me forced diplo was a treason of RR/RC, what MOS integered, as it removed its nice effect of a smooth diplomacy (uncomplete okay, but sufficient). For a game, if it's broken and nice, don't fix it ugly.
    Ehm, FD is 100% optional, it's not active by default.
    Ergo, if you do not like it, you do not activate and use it... But you are saying that you had no self-control whatsoever and therefore had to quit playing a mod? Hilarious - you just made my day

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: T˘l Acharn - mighty D˙nedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliš Alý, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  16. #516

    Default Re: Divide and Conquer - Version 1 Released

    hmmm the 1.01 installer crashed like a second after i launch it. windows doesnt say its not responding, but i cant interact with the actual window.

  17. #517

    Default Re: Divide and Conquer - Version 1 Released

    I am so psyched for the day that Reunited Kingdom comes, the lack of Arnor/Reunited Kingdom is my only small dissatisfaction with this mod.

  18. #518

    Default Re: Divide and Conquer - Version 1 Released

    Hey Dac team, you all have really outdone yourself with v.1. Excellent job i've enjoyed hours upon hours of the game so far.

    I was getting ready to start up a Dol Amroth campaign
    What i was wanting to ask to anyone on twcenter was how hard would it be to remove the AoR restriction on the 3 Tirith Aear units. I 100% understand why they are restricted, but they are such beautiful models! They just look so good lol and in my last DA campaign back in 0.52 I noticed that I really didnt get to use them much because by the time I got them I was so far away from Dol Amroth and you dont get to recruit them often anyway. I was really hoping to make them sort of the main line troop along with DA men-at-arms and pikemen late game after the barracks event (Probably with a slight stat nerf which i know how to do courtesy of Arachir's video).

    Again this request is totally personal preference and if you think it would be too hard or take too long to explain just say so and I will still get tons of enjoyment playing the campaign as intended.

    Oh also, do the DA men-at-arms and pikemen use the same torso armor for their final armor upgrade? they look the same visually except the men at arms look like they have sort of an acid-etched steel texture while the pikemen have the more smooth white steel. Just wondering if maybe the pikemen were missing textures or something, either way both look great.

  19. #519

    Default Re: Divide and Conquer - Version 1 Released

    huh the modbd version of 1.01 has a different name ".2" on the end of it, but the mediafire version works fine.

  20. #520
    Vifarc's Avatar Senator
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    Default Re: Divide and Conquer - Version 1 Released

    Quote Originally Posted by FengrAvUlver View Post
    of playing Lorien.
    Congratulations on that, and keep fighting the Dark Lord (maybe with another faction once you┤re done with Lorien?)! I still like your spirit and also to read through your after action reports, just don┤t stop! Middleearth needs you, for the light mustn┤t be overthrown by Sauron┤s power!
    Thanks. I think I will never 'be done' with Lorien. By the way, "Vifarc"* is the name of my character on EverQuest2, but he was born as my first MMO toon on EQ1: he's a WoodElf Ranger, and he's unique as he must be the sole ranger specialised in tanking, while usually he should be the best archer. Too, my prefered Tolkien character is Galadriel.
    So, as Lorien in DaC is made a good defensive wood elf faction, it fits to my style!

    * The complete name is Vifarc Cordelibre, which should be translated as Swiftbow Freestring. Some thought it's for I'm specialised in archery: Yes!:
    I was the best bow crafter of EQ1 on my server (Karana), renown, often rangers and warriors asked me bows and arrows.

    I think with 1.01 I may abort again a campaign, restart one.

    Last edited by Vifarc; August 06, 2016 at 11:41 AM.
    > > Divide&Conquer submod user, playing RealmOfLothl§rien (ThirdAge mod). < <
    My small products here.

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